Adam J Purcell

Tabletop Games - Mechanisms List

  1. Acting
  2. Action Points
  3. Action Queue
  4. Action Retrieval
  5. Area Majority / Influence
  6. Area Movement
  7. Auction/Bidding
  8. Auction: Fixed Placement
  9. Auction: Turn Order Until Pass
  10. Automatic Resource Growth
  11. Betting and Bluffing
  12. Bias
  13. Bribery
  14. Campaign / Battle Card Driven
  15. Card Drafting
  16. Card Play Conflict Resolution
  17. Catch the Leader
  18. Commodity Speculation
  19. Communication Limits
  20. Connections
  21. Constrained Bidding
  22. Contracts
  23. Cooperative Game
  24. Critical Hits and Failures
  25. Deck Construction
  26. Deck, Bag, and Pool Building
  27. Deduction
  28. Delayed Purchase
  29. Dice Rolling
  30. Die Icon Resolution
  31. Drafting
  32. Elapsed Real Time Ending
  33. Enclosure
  34. End Game Bonuses
  35. Events
  36. Finale Ending
  37. Flicking
  38. Follow
  39. Force Commitment
  40. Grid Coverage
  41. Grid Movement
  42. Hand Management
  43. Hexagon Grid
  44. Hidden Movement
  45. Hidden Roles
  46. Highest-Lowest Scoring
  47. Hot Potato
  48. I Cut, You Choose
  49. Impulse Movement
  50. Income
  51. Increase Value of Unchosen Resources
  52. Interrupts
  53. Investment
  54. King of the Hill
  55. Line of Sight
  56. Loans
  57. Lose a Turn
  58. Map Addition
  59. Map Reduction
  60. Market
  61. Matching
  62. Measurement Movement
  63. Melding and Splaying
  64. Memory
  65. Modular Board
  66. Move Through Deck
  67. Movement Points
  68. Movement Template
  69. Multiple Maps
  70. Multiple-Lot Auction
  71. Narrative Choice / Paragraph
  72. Negotiation
  73. Network and Route Building
  74. Ownership
  75. Paper-and-Pencil
  76. Pattern Building
  77. Pattern Movement
  78. Pattern Recognition
  79. Pick-up and Deliver
  80. Player Elimination
  81. Player Judge
  82. Point to Point Movement
  83. Programmed Movement
  84. Push Your Luck
  85. Race
  86. Random Production
  87. Re-rolling and Locking
  88. Real-Time
  89. Relative Movement
  90. Resource to Move
  91. Rock-Paper-Scissors
  92. Role Playing
  93. Roles with Asymmetric Information
  94. Roll / Spin and Move
  95. Rondel
  96. Scenario / Mission / Campaign Game
  97. Score-and-Reset Game
  98. Secret Unit Deployment
  99. Semi-Cooperative Game
  100. Set Collection
  101. Simulation
  102. Simultaneous Action Selection
  103. Singing
  104. Single Loser Game
  105. Slide/Push
  106. Solo / Solitaire Game
  107. Square Grid
  108. Stacking and Balancing
  109. Static Capture
  110. Stock Holding
  111. Storytelling
  112. Sudden Death Ending
  113. Take That
  114. Targeted Clues
  115. Team-Based Game
  116. Three Dimensional Movement
  117. Tile Placement
  118. Time Track
  119. Track Movement
  120. Trading
  121. Traitor Game
  122. Trick-taking
  123. Tug of War
  124. Turn Order: Auction
  125. Turn Order: Claim Action
  126. Turn Order: Progressive
  127. Turn Order: Stat-Based
  128. Variable Phase Order
  129. Variable Player Powers
  130. Variable Set-up
  131. Victory Points as a Resource
  132. Voting
  133. Worker Placement
  134. Worker Placement with Dice Workers
  135. Worker Placement, Different Worker Types